download link ↓ | download link ↓ | ||||
pack name: | | | | | [DFHack] Lazy Mac Pack (http://dffd.bay12games.com/file.php?id=12202) | | | | | [lite] Lazy Mac Pack (http://dffd.bay12games.com/file.php?id=12310) | | | | |
Dwarf Fortress Version: | | | v0.47.05 | | | v0.47.05 | | |
download size: | | | 146.6 MB | | | 72.4 MB | | |
SoundSense-RS: | | | Yes | | | Yes | | |
Dwarf Therapist: | | | OSX 10.13+ | | | OSX 10.13+ | | |
DFHack: | | | Yes | | | No | | |
TWBT: | | | Yes | | | No | | |
Hi there,
first off, thanks for maintaining the lazy mac pack! With 43.03 and this version I got some strange graphic glitch: Each tile has a line at the bottom, this causes scanlines, doesn't matter which gfx pack I use, scanlines everywhere. Is this some common phenomenon, or is it just me?
Hi, thanks for all your help. I got a late 2013 macbook pro.
I've downloaded the space-sense-pack from you (http://dffd.bay12games.com/file.php?id=12093) and it didn't work because of some problems with freetype. i've resolved this on console with:
brew reinstall freetype --universal
and it worked without problem and without graphical issues. with the pack it's still the same (older versions work though and i've never had a problems in years...). The lines are not moving and are at the bottom of every tile. VSYNC, or setting the renderer from 2d to standard etc. wont work...
Here is a screenshot:Spoiler (click to show/hide)
thanks again for your effort!
While the lite lite Pack (with the pre installed spacefox tilesets) is working, the lazy newb pack is still not working for me. I assume it has something to do with the tilesets, vanilla works perfectly. I further assume it has something to do with my configuration on my rig... so: I'll simply wait for the next version and. spacefox is the tileset of my choice, so I will stick with the other client :) thanks again.
I'm having the same issue on an MBP running 10.11.5 with Xquartz 2.7.9. Turning on vsync got rid of the scanlines in the menu sections, but the tiles still look odd with borders.Spoiler: Screenshot (click to show/hide)
Just double-checked, and yes this is with 43.03-b. Here's a screenshot with the SST pack, definitely looks better.Spoiler: Screenshot (click to show/hide)
Did some additional debugging. Apparently the bad version is from a libfreetype located in "/Applications/Lazy Mac Pack v0.43.03-a-dfhack/df_osx v0.43.03/libs". You have some libfreetype.6.dylib built in 2011 that only contains version 14.0.0. This isn't from the actual release and I'm not sure why it's here.
I just deleted the file and the game still appears to run and the error is gone and stonesense now loads. You should delete this file from your package.
Edit: Stonesense doesn't appear to run as it needs the "2D" print mode, but the plugin loads now at least.
Did some additional debugging. Apparently the bad version is from a libfreetype located in "/Applications/Lazy Mac Pack v0.43.03-a-dfhack/df_osx v0.43.03/libs". You have some libfreetype.6.dylib built in 2011 that only contains version 14.0.0. This isn't from the actual release and I'm not sure why it's here.
I just deleted the file and the game still appears to run and the error is gone and stonesense now loads. You should delete this file from your package.
Edit: Stonesense doesn't appear to run as it needs the "2D" print mode, but the plugin loads now at least.
Oh, my goodness, deleting freetype6 works for me too! I had always thought that StoneSense just didn't work in Snow Leopard. I had never been able to run it before now. The screenshots don't do it justice.
I thought I got that freetype library from the latest version of XQuartz, but maybe I got it mixed up with another one at some point. The reason it's included is because (I think) it saves Mountain Lion+ users from having to download the entire XQuartz library. I just tested StoneSense with a 2014 build of freetype 6 from an older version of XQuartz, and it seems to work with that still.
Thanks for the help, Ergzay! I was planning on doing some updates Saturday when I'll have more time to mess around with it.
Edit: I remember now why it's a 2011 build. I looked at the 2016 build and thought, "That's not very many megabytes; it must be an incomplete version." Then I searched my hard drive for the biggest one and included it instead. I'm guessing the 2011 one is bigger because it includes PPC support or something. The latest version of freetypelib from the XQuartz 2.7.9 seems to work fine with StoneSense too.
Okay I don't know what the heck you did, but this program has messed with my system Python install. What the heck does this program do?
I'm trying to run the program livestreamer yet its failing because it's trying to run something inside lazy newb pack. Does your program mess with the system paths somewhere?? ??Spoiler: error message (click to show/hide)
Edit: This damn software has modified my python system path. If I print sys.path I have '/Applications/Lazy Mac Pack v0.43.03-a-dfhack/Lazy Mac Pack.app/Contents/MacOS' as one of the path items. You can't do this shit.
Edit2: The program has somehow permanently modified my $PYTHONPATH shell variable to "/Applications/Lazy Mac Pack v0.43.03-a-dfhack/Lazy Mac Pack.app/Contents/MacOS"
Edit3: Restarting the system seems to have fixed things. You should fix this problem.
I should note that I haven't been able to reproduce this bug so it may be a one-time thing that occurs on the first use of the application on the system. I'll make another post if I see it happening again.
Incidentally I should add it also modified the TK_LIBRARY environment variable and the TCL_LIBRARY environment variables.
These were set to:
TCL_LIBRARY=/Applications/Lazy Mac Pack v0.43.03-a-dfhack/Lazy Mac Pack.app/Contents/MacOS/_MEI/tcl
TK_LIBRARY=/Applications/Lazy Mac Pack v0.43.03-a-dfhack/Lazy Mac Pack.app/Contents/MacOS/_MEI/tk
really thanks for the pack :), it works very well, is there a way to update it directly to 0.43.05 ?
/df_osx v0.43.03/df | df - 0/55 (clean) (https://www.virustotal.com/en/file/5c81ea184de81763093bbab9d36f74dde4e0ad5a3469c4a7998eb55e96b1a345/analysis/) |
/df_osx v0.43.03/dfhack | dfhack - 0/53 (clean) (https://www.virustotal.com/en/file/a5dc2b85913ed0dfcb007c69646cdfc506fec95648e3d4b4dc01b39abb18c6f5/analysis/1470088123/) |
/df_osx v0.43.03/dfhack-run | dfhack-run - 0/55 (clean) (https://www.virustotal.com/en/file/dd9ab49b0035f76733d324d3572bb9bbb185d13fab9a62343d3381aadc2a665c/analysis/) |
/df_osx v0.43.03/dwarfort.exe (v0.43.03) | dwarfort.exe - 0/53 (clean) (https://www.virustotal.com/en/file/f95c3b22abf64911563d5b479e0e489afd3ad509b7d2481bece17e22088e785f/analysis/1470088339/) |
/df_osx v0.43.05/dwarfort.exe (v0.43.05) | dwarfort.exe - 0/54 (clean) (https://www.virustotal.com/en/file/61ce4db9046bf360f64a6a903a06b530eaf8d036188a9a458707b5d85caae968/analysis/1470088538/) |
Lazy Mac Pack.app | df - 0/46 (clean) (https://www.virustotal.com/en/file/a66b046b176fcf6b101be9c3225a7b07808caa0f7be34e019e418f70407cf1dd/analysis/1470088706/) |
Armok.Vision.0.10.1 | Armok.Vision.0.10.1.Mac.zip - 0/53 (clean) (https://www.virustotal.com/en/file/0582cdbe29b9c8901934ab8da45436c3f59b45bad4f39ac3c335eee00587b5eb/analysis/) |
DwarfTherapist | DwarfTherapist.app - 0/54 (clean) (https://www.virustotal.com/en/file/b79dbbeff1c40a459ef518098e308b2b9ef98692b9ffb26e6ee344e224b84a3d/analysis/1470089173/) |
soundSense.exe | soundSense.exe - 1/56 (https://www.virustotal.com/en/file/b80cd3dc13f9848af9ef8b5065e881d78cb2a950465d27855fd86a716256be5a/analysis/) |
soundSense.jar | soundSense.jar - 0/57 (clean) (https://www.virustotal.com/en/file/8b2cf985767c3d59262767e3ee1f914bf687ab1d43f5687abc8c958bdcb9db4a/analysis/) |
soundSense.sh | soundSense.sh - 0/54 (clean) (https://www.virustotal.com/en/file/b79dbbeff1c40a459ef518098e308b2b9ef98692b9ffb26e6ee344e224b84a3d/analysis/1470089173/) |
@jecowa - Do you mind if I augment your lazy mac pack for Masterwork Dwarf Fortress 1.15, and upload that version - properly labeled of course - to dffd for that crowd?
I have it working (as long as one doesn't actually use the GUI to change settings), and it would provide the MDF OSX crowd a working package / dfhack / Therapist. I'm using Macnewbie for this now, but it's way outdated, and this route seems cleaner.
Yeah, that's fine. There's a problem with the libs in the DFHack Lazy Mac Pack, though, that is causing weird horizontal lines in El Capitan. To fix this, replace its "libs" folder with the one from here - Mac OS X libarary files for Dwarf Fortress (http://dffd.bay12games.com/file.php?id=12149). This fix will be included when I update it again, which I'm planning on doing within a few days hopefully.
On that note, just a heads up: I think PyLNP will be updating soon. This update will allow the graphics packs to have spaces in their names again (which will be a bit prettier). That update might be worth waiting for. Also, once the graphics pack names are in the new format, saves from the old format will give out errors saying that "changing graphics could break raws" or something like that when users try to switch graphics pack. I'm working on a script applet thing right now, though, that will convert save files from the old graphics-identification format to the new format. Just something to consider.
I'll have to wait until I have the Capitan loaded up to test. Are those new libs back-compatible?Those libs work with at least both the v0.43.03 and v0.43.04 versions of Dwarf Fortress. The 64-bit libs don't work with 32-bit Macs, but I just updated the listing to include good 32-bit versions that should work great for a v0.43.03 pack. (There was something wrong with the libs included with vanilla v0.43.04 and earlier that caused problems with some newer Macs.)
Anyone know what the hotkey is for using the dfhack workflow plugin on the Mac. I know Alt + w is for windows. Same hotkey does not work for me on Mac. That is if the plugin is actually working? I loaded in the dfhack console, says it is loaded.
Anyone on Mac using workflow plugin that can help me out?
Apart from that everything is running good, it actually performs better on my mac then on windows, graphics packs working good, no missing textures or weird issues like on windows, no lag of death, like on windows.That's good to hear that it's working well for you. I'm curious about the missing textures on Windows. What textures were missing? Was it just one graphics pack that had the trouble?
My win PC is 4 times more powerful then my mac, yet the win PC lags to death lol. Go the Mac...I've heard that having the fastest processor isn't the most important thing with Dwarf Fortress; what actually matters most is the CPU cache. I'd be interesting in knowing what model of CPU your Mac and PC have. If don't know the model of CPU that's in your Mac, I can probably figure it out if you tell me the year the Mac was made, the CPU's GHz, the screen size, and what product line it's fom (e.g. iMac, MacBook Air, Mac mini, etc).
Anyone know what the hotkey is for using the dfhack workflow plugin on the Mac. I know Alt + w is for windows. Same hotkey does not work for me on Mac. That is if the plugin is actually working? I loaded in the dfhack console, says it is loaded.
Anyone on Mac using workflow plugin that can help me out?
I'm not very familiar with workflow, but it looks like the shortcut key isn't included by default anymore. I think they might be phasing it out now that vanilla has something similar. Here's something that shows what to add to your "dfhack.init" file to re-add the Workflow shortcut keys that were removed (https://github.com/DFHack/dfhack/commit/b68cff0384faa936984206c34563be9a9daeb0f7#diff-c61d86a6f37c5005b64707d366b95811) (highlighted in red/pink).
And while we're talking about Workflow, here's a couple of guides on usage for anyone wanting to know more:
- Workflow User Guide (http://dfhack.readthedocs.io/en/stable/docs/_auto/gui.html#gui-workflow)
- Workflow Terminal Commands (http://dfhack.readthedocs.io/en/stable/docs/Plugins.html#workflow)
Apart from that everything is running good, it actually performs better on my mac then on windows, graphics packs working good, no missing textures or weird issues like on windows, no lag of death, like on windows.That's good to hear that it's working well for you. I'm curious about the missing textures on Windows. What textures were missing? Was it just one graphics pack that had the trouble?My win PC is 4 times more powerful then my mac, yet the win PC lags to death lol. Go the Mac...I've heard that having the fastest processor isn't the most important thing with Dwarf Fortress; what actually matters most is the CPU cache. I'd be interesting in knowing what model of CPU your Mac and PC have. If don't know the model of CPU that's in your Mac, I can probably figure it out if you tell me the year the Mac was made, the CPU's GHz, the screen size, and what product line it's fom (e.g. iMac, MacBook Air, Mac mini, etc).
How would I add utilities to this, for example quick forts?
Traceback (most recent call last):
File "/Applications/Lazy Mac Pack v0.43.03-dfhack.r1-b/LNP/Utilities/Quickfort 2.04/Quickfort_converter.app/Contents/Resources/script", line 115, in run
with open(options.outfile, 'w') as outf:
IOError: [Errno 2] No such file or directory: '../../../macros/Simple Spiral Staircase.mak'
Conversion successful. Press CTRL-L to load the macro "Simple Spiral Staircase" in Dwarf Fortress.
Error: [Errno 2] No such file or directory: '../../../macros/Simple Spiral Staircase.mak'
And I noticed you can use TWBT on this, how do you activate it?
Any issues with installing the tileset I made?
xattr -dr com.apple.quarantine ${dir}
Just a heads up that the latest dfhack alpha and TWBT build works with 43.05 64bit!
I've rolled my own Lazy Mac Pack with those updated deps and everything is sailing along smoothly.
rmblr, may i ask how did you update your pack with dfhack to 0.43.05 ?
thank you
Hey, thanks for the work putting DF on the mac with all possible utilities.
However, I have a problem getting the full package to work. I always get the error message, that TWBT is deactivated when try to start the game using a TWBT tileset even though the option in the menu is activated...
One minor comment, the Sierra script can be changed to doCode: [Select]xattr -dr com.apple.quarantine ${dir}
instead of setting links and asking the user to move the directory. This removes the flags directly.
Spoiler: The selected mods have merge confilcts and should not be installed. (click to show/hide)
Side comment, i just realized you had the Dog Cow as your user image...talk about Very old school.
Stupid question, but how I run the game? When I click "play" I got dfhack terminal window withThank you for the report! Those libraries seem to cause problems every time there's a big Dwarf Fortress updates.Spoiler (click to show/hide)
UPD: Solved by http://www.bay12games.com/dwarves/mantisbt/view.php?id=7389#c32194 (download and replace missing lib)
UPD2: but then I got into "Preparing text objects" freeze. I tried my Mac because I got same error in Windows. Whats going on, why I cant play DF on both laptops?(
Little recommendation: It would be great if we could get some "auto-update" feature so people without so much experience can update games from at least 0.43.05 to 0.44.02 (assuming no mods). This means replacing the save raws with the updated ones for 0.44.02, and doing some devel/inject-raws commands for pedestals or display cases. This apparently can be used to update older versions (0.40 onwards) to have books and adventure mode reactions too...I'm not very familiar with that. That might be too complicated for me to safely implement. I'm guessing it would need to place some "onLoad.ini" files into the appropriate save folders to run those DFHack injection commands every time those save files are loaded.
Little recommendation: It would be great if we could get some "auto-update" feature so people without so much experience can update games from at least 0.43.05 to 0.44.02 (assuming no mods). This means replacing the save raws with the updated ones for 0.44.02, and doing some devel/inject-raws commands for pedestals or display cases. This apparently can be used to update older versions (0.40 onwards) to have books and adventure mode reactions too...I'm not very familiar with that. That might be too complicated for me to safely implement. I'm guessing it would need to place some "onLoad.ini" files into the appropriate save folders to run those DFHack injection commands every time those save files are loaded.
On keyboard shortcuts:
Since "F11" is already in use by both Exposé and "Volume Down" on some keyboards, I am considering adding an secondary shortcut key for making Dwarf Fortress go into full-screen mode. Someone in another thread suggested "Option-F" for this. (Dwarf Fortress seems to be unable to use the usual "Command" key.) Would "Option-F" be a good shortcut key for going into full-screen? The "Option" key is only one key away from "Command" key, so "Option-F" not too different from the usual "Command-F" full-screen keyboard shortcut.
Also, most Mac users probably don't have Num pads. Is everyone used to and prefer pressing "Shift =" (aka "+") to scroll up through lists in Dwarf Fortress? Or do you wish this was set to simply press "=" by default?
Is it bad form to use a custom keyboard layout file as the default in a Lazy Newb Pack?
Also, most Mac users probably don't have Num pads. Is everyone used to and prefer pressing "Shift =" (aka "+") to scroll up through lists in Dwarf Fortress? Or do you wish this was set to simply press "=" by default?
Previously I had a slightly different [physical] keyboard layout, and now I'm not sure, probably I'll be using = and ], or ; and . for secondary scroll - again because they're on the right, don't require Shift and better correspond to "up" and "down".
On keyboard shortcuts:I use "laptop" layout from your pack, since it fits Macbook keyboard perfectly.
Since "F11" is already in use by both Exposé and "Volume Down" on some keyboards, I am considering adding an secondary shortcut key for making Dwarf Fortress go into full-screen mode. Someone in another thread suggested "Option-F" for this. (Dwarf Fortress seems to be unable to use the usual "Command" key.) Would "Option-F" be a good shortcut key for going into full-screen? The "Option" key is only one key away from "Command" key, so "Option-F" not too different from the usual "Command-F" full-screen keyboard shortcut.
Also, most Mac users probably don't have Num pads. Is everyone used to and prefer pressing "Shift =" (aka "+") to scroll up through lists in Dwarf Fortress? Or do you wish this was set to simply press "=" by default?
Is it bad form to use a custom keyboard layout file as the default in a Lazy Newb Pack?
If you replace DF's SDL framework with Mifki's SDL build (linked from http://www.bay12games.com/dwarves/mantisbt/view.php?id=9762 (http://www.bay12games.com/dwarves/mantisbt/view.php?id=9762)), then macOS's native fullscreen works, and can be toggled by the usual green button.
It might be a good idea to bundle Mifki's SDL build into the Lazy Mac Pack by default, as that'll save untold noobs untold hours of trouble by fixing the fullscreen crash.
Are we talking about the green button in 32-bit Dwarf Fortress? The only SDL frameworks from Mifki I'm seeing are 32-bit libraries.
$ file /SDL.framework/SDL
SDL.framework/SDL: Mach-O universal binary with 2 architectures: [x86_64:Mach-O 64-bit dynamically linked shared library x86_64] [i386:Mach-O dynamically linked shared library i386]
SDL.framework/SDL (for architecture x86_64): Mach-O 64-bit dynamically linked shared library x86_64
SDL.framework/SDL (for architecture i386): Mach-O dynamically linked shared library i386
Oh, thanks for pointing that out. I had only read the last line and didn't notice the first two. That's convenient having it support both and somehow it does it with only half a megabyte.
IIRC the official releases already use Mifki's builds of both SDL_Image and SDL_TTF in 32-bit Dwarf Fortress. Once this gets added, the complete set of SDL libraries will be his builds.
Edit: It causes crashes when exiting full-screen mode in every OS I've tested so far (Snow Leopard, Lion, and Mountain Lion) in both the 32-bit and 64-bit versions of Dwarf Fortress. Same results on Retina Display (tested in Mountain Lion) and in DFHack (tested in Lion).
If you replace DF's SDL framework with Mifki's SDL build (linked from http://www.bay12games.com/dwarves/mantisbt/view.php?id=9762 (http://www.bay12games.com/dwarves/mantisbt/view.php?id=9762)), then macOS's native fullscreen works, and can be toggled by the usual green button.
It might be a good idea to bundle Mifki's SDL build into the Lazy Mac Pack by default, as that'll save untold noobs untold hours of trouble by fixing the fullscreen crash.
That SDL allows DF to work nicely with OS X window manager, but it is not using retina resolution (http://www.bay12forums.com/smf/index.php?topic=168915.msg7673409#msg7673409) in fullscreen mode, unlike bundled SDL.
Switching to a fullscreen with a hotkey when you have your physical display resolution set in init.txt, and switching to a fullscreen with a screen widget are two different modes. The second one don't use real resolution, it uses halved resolution. It works just like a windowed mode, but without the menu bar.If you replace DF's SDL framework with Mifki's SDL build (linked from http://www.bay12games.com/dwarves/mantisbt/view.php?id=9762 (http://www.bay12games.com/dwarves/mantisbt/view.php?id=9762)), then macOS's native fullscreen works, and can be toggled by the usual green button.
It might be a good idea to bundle Mifki's SDL build into the Lazy Mac Pack by default, as that'll save untold noobs untold hours of trouble by fixing the fullscreen crash.
That SDL allows DF to work nicely with OS X window manager, but it is not using retina resolution (http://www.bay12forums.com/smf/index.php?topic=168915.msg7673409#msg7673409) in fullscreen mode, unlike bundled SDL.
Are you sure? Which OS version? When I zoom out on High Sierra (and before on Sierra) with Mifki's SDL, I have Retina precision. Confirmed with the Color Meter.
- MultiScroll added, which allows scrolling with the trackpad. (Requires either STANDARD or TWBT print mode.) It's enabled by default. I'm not sure if there's any demand for a button to disable this, but you can use "unload multiscroll" in the Terminal window to turn it off and "load multiscroll" to turn it back on for now.Holding Cmd temporarily disables it, allowing to quickly adjust zoom. Probably a good idea to add this hint to a launcher, otherwise nobody will ever know about it.
The pack without DFHack is on Dwarf Fortress v0.44.09 now. I didn't test it much, though.
updated Taffer to 5.1.2. It includes the long-anticipated Damascus tilesheet which has really cool walls.
A bunch of less popular graphics packs were removed to simplify the options. Let me know if you miss any.
The 32-bit lite pack is in the legacy section now. Snow Leopard, Lion, and Mountain Lion users who need Dwarf Therapist will want to get the 32-bit lite version from the legacy spoiler.
Barebones pack is replaced with a 64-bit lite pack that includes Clément's 64-bit Dwarf Therapist.
“dfhack” can’t be opened because Sandbox is not allowed to open documents in Terminal.
Last login: Thu Sep 13 08:51:59 on ttys000
/Users/(USERNAME)/Desktop/Lazy\ Mac\ Pack\ v0.44.05\ dfhack-r2/df_osx\ v0.44.05/dfhack-run ; exit;
(MACBOOK NAME):~ (USERNAME)$ /Users/(USERNAME)/Desktop/Lazy\ Mac\ Pack\ v0.44.05\ dfhack-r2/df_osx\ v0.44.05/dfhack-run ; exit;
Usage: dfhack-run <command> [args...]
logout
Saving session...
...copying shared history...
...saving history...truncating history files...
...completed.
[Process completed]
(From https://forum.polymake.org/viewtopic.php?t=513 )
MacOS by default quarantines all software (it detects, i.e. mostly stuff installed into /Applications) not downloaded through the app store. Normally, at first start you would get a popup stating something like that you have downloaded software from an untrusted source and your security settings don't allow execution of such. However, this only works if the new software tries to start a new window of its own. Polymake however starts *inside the already approved terminal* and so misses the warning.
You can switch off this behaviour globally in your system preferences, though this would not affect the already downloaded polymake. I don't know whether there is an official way to tell MacOS that you trust polymake, but the information is simply stored in an extended attribute of the bundle folder, which you can change in a terminal with
CODE: SELECT ALL
xattr -r -d com.apple.quarantine /Applications/polymake.app/
Dwarf Fortress | 0.44.12 | (latest) |
dfhack | 0.44.12-r2 (http://www.bay12forums.com/smf/index.php?topic=164123.0) | (latest) + twbt (http://www.bay12forums.com/smf/index.php?topic=138754) + multiscroll (http://www.bay12forums.com/smf/index.php?topic=138856) |
☼Meph Tileset☼ | V4.4 (http://www.bay12forums.com/smf/index.php?topic=161047.0) (32x32) | (latest, full version) |
Dwarf Therapist | v41.0.2 (http://www.bay12forums.com/smf/index.php?topic=168411.0) | (latest) |
SoundSense | r2016-1 (http://www.bay12forums.com/smf/index.php?topic=60287.0) | (latest, updated for 44.12) |
AnnouncementWindow | 1.1c (http://www.bay12forums.com/smf/index.php?topic=153777.15) | (latest, updated for 44.12) |
DF Log | v0.0.4 (http://www.bay12forums.com/smf/index.php?topic=172351.0) | (latest) |
Legends Browser | 1.17.1 (http://www.bay12forums.com/smf/index.php?topic=155307.0) | (latest) |
[GRAPHICS_FULLSCREENX:3840]
[GRAPHICS_FULLSCREENY:2160]
Press Alt-Enter in game to enter fullscreen mode and play in full resolution. Text will be huge at first, but don't panic.Dwarf Therapist:
- included a shell script that fixes Dwarf Therapist not saving config between runs. (run TherapistSaveConfigFix.command once if you experience this problem)
While jecowa is out, I made this.
(https://i.imgur.com/4YyFaWf.png)
It's not a replacement for Lazy Mac Pack, it doesn't have a launcher, it doesn't have options, and it comes preconfigured.
Let's call it MacPack 0.44.12-p0.
This is still happening? I thought it was fixed in v40.0.0 (see issue (https://github.com/Dwarf-Therapist/Dwarf-Therapist/issues/72)).Answered in DT thread (http://www.bay12forums.com/smf/index.php?topic=168411.msg7911515#msg7911515).
Why not include the launcher? [...] Also your Retina modification should be unnecessary. [...]I'll see if I can strip the launcher out of LMP.
is there anyway to get this without Meph's tileset?I'll try to integrate launcher from LNP into the next release, which will happen in a couple of days, so it will be possible to choose between ASCII and tilesets.
Dwarf Fortress | 0.44.12 | (latest) |
dfhack | 0.44.12-r2 (http://www.bay12forums.com/smf/index.php?topic=164123.0) | (latest) + twbt (http://www.bay12forums.com/smf/index.php?topic=138754) + multiscroll (http://www.bay12forums.com/smf/index.php?topic=138856) |
☼Meph Tileset☼ | V4.5 (http://www.bay12forums.com/smf/index.php?topic=161047.0) (32x32) | (latest, full version) |
Dwarf Therapist | v41.0.2 (http://www.bay12forums.com/smf/index.php?topic=168411.0) | (latest) |
SoundSense | r2016-1 (http://www.bay12forums.com/smf/index.php?topic=60287.0) | (latest, updated for 44.12) |
AnnouncementWindow | 1.1c (http://www.bay12forums.com/smf/index.php?topic=153777.15) | (latest, updated for 44.12) |
DF Log | v0.0.4 (http://www.bay12forums.com/smf/index.php?topic=172351.0) | (latest) |
Legends Browser | 1.17.1 (http://www.bay12forums.com/smf/index.php?topic=155307.0) | (latest) |
Sorry for the slight delay. No launcher yet.
MacPack 0.44.12-p1 Download link (http://dffd.bay12games.com/file.php?id=14183)
Updated to Meph tileset v4.5, full changlelog below
While jecowa is out, I made this.
ANNOUNCEMENT:Works great! Thanks!
I've compiled an updated version of the Lazy Mac Pack, v0.44.12 dfhack. Get it here: https://github.com/alexchandel/starter-pack/releases/tag/v0.44.12-r02-mac-beta (https://github.com/alexchandel/starter-pack/releases/tag/v0.44.12-r02-mac-beta)
ANNOUNCEMENT:
I've compiled an updated version of the Lazy Mac Pack, v0.44.12 dfhack. Get it here: https://github.com/alexchandel/starter-pack/releases/tag/v0.44.12-r02-mac-beta (https://github.com/alexchandel/starter-pack/releases/tag/v0.44.12-r02-mac-beta)
SoundSense-RS never starts. If I start it manually, it doesn't do anything except crash if I try to load a soundpack. The only thing I seem to be able to do "successfully" is load the gamelog.txt file if I do that manually.
Last login: Mon Mar 9 18:56:14 on ttys003
Urist:~ Kogan$ /Applications/Lazy\ Mac\ Pack\ v0.47.04\ dfhack-a1/LNP/Utilities/SoundSense-RS/SoundSense-RS ; exit;
objc[27393]: Class FIFinderSyncExtensionHost is implemented in both /System/Library/PrivateFrameworks/FinderKit.framework/Versions/A/FinderKit (0x7fff8b151cd0) and /System/Library/PrivateFrameworks/FileProvider.framework/OverrideBundles/FinderSyncCollaborationFileProviderOverride.bundle/Contents/MacOS/FinderSyncCollaborationFileProviderOverride (0x112b99cd8). One of the two will be used. Which one is undefined.
thread 'sound_thread' panicked at 'No device name: BackendSpecific { err: BackendSpecificError { description: "core foundation unexpectedly returned null string" } }', src/libcore/result.rs:1188:5
note: run with `RUST_BACKTRACE=1` environment variable to display a backtrace.
Abort trap: 6
logout
Saving session...
...copying shared history...
...saving history...truncating history files...
...completed.
[Process completed]
MacOS version is 10.13.6 (which is terminal for this hardware).
Hello muldrake, I manage SoundSense-RS. Are you using any external audio devices(ex. bluetooth)?
Thanks jecowa for the speedy response.
It now starts automatically (through a different line in the Utilities tab) but still does nothing and crashes slightly differently (this time on attempting to load gamelog.txt).
$ ./soundsense-rs-v1.3.4-osx -p packs -i ignore.txt -l ../../../df_osx*/gamelog.txt
thread 'sound_thread' panicked at 'No device name: BackendSpecific { err: BackendSpecificError { description: "core foundation unexpectedly returned null string" } }', src/libcore/result.rs:1188:5
note: run with `RUST_BACKTRACE=1` environment variable to display a backtrace.
objc[31680]: Class FIFinderSyncExtensionHost is implemented in both /System/Library/PrivateFrameworks/FinderKit.framework/Versions/A/FinderKit (0x7fff8b151cd0) and /System/Library/PrivateFrameworks/FileProvider.framework/OverrideBundles/FinderSyncCollaborationFileProviderOverride.bundle/Contents/MacOS/FinderSyncCollaborationFileProviderOverride (0x119e0bcd8). One of the two will be used. Which one is undefined.
thread 'main' panicked at 'called `Result::unwrap()` on an `Err` value: "SendError(..)"', src/libcore/result.rs:1188:5Hello muldrake, I manage SoundSense-RS. Are you using any external audio devices(ex. bluetooth)?
No Bluetooth but I am using a Samsung LG TV through HDMI.
Not sure if this is interesting:
(https://i.imgur.com/ayFAH4D.png)
This maybe difficult, but could you check if it still breaks if the TV HDMI is disconnected? The sound library I'm using has problems with external sources on OSX.
Crossed out options are there on purpose. Those were removed in recent releases.
This maybe difficult, but could you check if it still breaks if the TV HDMI is disconnected? The sound library I'm using has problems with external sources on OSX.
Crossed out options are there on purpose. Those were removed in recent releases.
It's only difficult in being slightly physically awkward since the elderly MacBook Pro in question lives under the table and is treated as more or less a desktop with external keyboard/mouse/display/audio.
However, the 1.3.4 version seems to work, or at least not to crash. When it started (immediately after embark) it tried to play two sounds simultaneously (the skies have cleared and a season announcement). The only other sound I got in a brief test was an announcement of metal (metal has been exposed I believe). Orthoclase didn't merit a sound.
As for soundpacks, do I install those with git clone or just dump the contents of a zipfile into a subdirectory in the packs directory? I'd prefer something as close as possible to the original SS.
https://github.com/prixt/soundsense-rs/releases/tag/v1.5.1-macos10.14 (https://github.com/prixt/soundsense-rs/releases/tag/v1.5.1-macos10.14)
Hi, I compiled v1.5.1 using macOS 10.14. Could you try this version and see if it works?
HighSierra-Mac-Air:~ admin$ /Volumes/flashdrive/SoundSense\ testing/Lazy\ Mac\ Pack\ v0.47.04/LNP/Utilities/SoundSense-RS/soundsense-rs-v1.5.1-macos-10.14.command ; exit;
dyld: lazy symbol binding failed: Symbol not found: ____chkstk_darwin
Referenced from: /Volumes/flashdrive/SoundSense testing/Lazy Mac Pack v0.47.04/LNP/Utilities/SoundSense-RS/./soundsense-rs-v1.5.1-macos-10.14 (which was built for Mac OS X 10.15)
Expected in: /usr/lib/libSystem.B.dylib
dyld: Symbol not found: ____chkstk_darwin
Referenced from: /Volumes/flashdrive/SoundSense testing/Lazy Mac Pack v0.47.04/LNP/Utilities/SoundSense-RS/./soundsense-rs-v1.5.1-macos-10.14 (which was built for Mac OS X 10.15)
Expected in: /usr/lib/libSystem.B.dylib
/Volumes/flashdrive/SoundSense testing/Lazy Mac Pack v0.47.04/LNP/Utilities/SoundSense-RS/soundsense-rs-v1.5.1-macos-10.14.command: line 6: 17306 Abort trap: 6 ./soundsense-rs-v1.5.1-macos-10.14 -l ../../../df_osx*/gamelog.txt -p packs -i ignore.txt
logout
Saving session...
...copying shared history...
...saving history...truncating history files...
...completed.
[Process completed]
/Volumes/flashdrive/SoundSense\ testing/Lazy\ Mac\ Pack\ v0.47.04/LNP/Utilities/SoundSense-RS/SoundSense-RS\ v1.5.1.command ; exit;
HighSierra-Mac-Air:~ admin$ /Volumes/flashdrive/SoundSense\ testing/Lazy\ Mac\ Pack\ v0.47.04/LNP/Utilities/SoundSense-RS/SoundSense-RS\ v1.5.1.command ; exit;
dyld: lazy symbol binding failed: Symbol not found: ____chkstk_darwin
Referenced from: /Volumes/flashdrive/SoundSense testing/Lazy Mac Pack v0.47.04/LNP/Utilities/SoundSense-RS/./soundsense-rs-v1.5.1-macos (which was built for Mac OS X 10.15)
Expected in: /usr/lib/libSystem.B.dylib
dyld: Symbol not found: ____chkstk_darwin
Referenced from: /Volumes/flashdrive/SoundSense testing/Lazy Mac Pack v0.47.04/LNP/Utilities/SoundSense-RS/./soundsense-rs-v1.5.1-macos (which was built for Mac OS X 10.15)
Expected in: /usr/lib/libSystem.B.dylib
/Volumes/flashdrive/SoundSense testing/Lazy Mac Pack v0.47.04/LNP/Utilities/SoundSense-RS/SoundSense-RS v1.5.1.command: line 6: 17200 Abort trap: 6 ./soundsense-rs-v1.5.1-macos -p packs -i ignore.txt -l ../../../df_osx*/gamelog.txt
logout
Saving session...
...copying shared history...
...saving history...truncating history files...
...completed.
[Process completed]
/Applications/Lazy\ Mac\ Pack\ v0.47.04\ dfhack-a1/Control-Click\ and\ \"Open\"\ me.command ; exit;
Traceback (most recent call last):
File "/usr/bin/xattr", line 8, in <module>
from pkg_resources import load_entry_point
File "/Library/Python/2.7/site-packages/pkg_resources/__init__.py", line 72, in <module>
import packaging.requirements
File "/Library/Python/2.7/site-packages/packaging/requirements.py", line 59, in <module>
MARKER_EXPR = originalTextFor(MARKER_EXPR())("marker")
TypeError: __call__() takes exactly 2 arguments (1 given)
Traceback (most recent call last):
File "/usr/bin/xattr", line 8, in <module>
from pkg_resources import load_entry_point
File "/Library/Python/2.7/site-packages/pkg_resources/__init__.py", line 72, in <module>
import packaging.requirements
File "/Library/Python/2.7/site-packages/packaging/requirements.py", line 59, in <module>
MARKER_EXPR = originalTextFor(MARKER_EXPR())("marker")
TypeError: __call__() takes exactly 2 arguments (1 given)
Traceback (most recent call last):
File "/usr/bin/xattr", line 8, in <module>
from pkg_resources import load_entry_point
File "/Library/Python/2.7/site-packages/pkg_resources/__init__.py", line 72, in <module>
import packaging.requirements
File "/Library/Python/2.7/site-packages/packaging/requirements.py", line 59, in <module>
MARKER_EXPR = originalTextFor(MARKER_EXPR())("marker")
TypeError: __call__() takes exactly 2 arguments (1 given)
mkdir: /Users/bzbz/.config/Dwarf Therapist/: File exists
=====================================================================
The Lazy Mac Pack should launch when you double-click it from now on.
Have fun!
=====================================================================
logout
Saving session...completed.
Deleting expired sessions...none found.
xattr -dr com.apple.quarantine .
... Then copy-paste this line in and hit return:Code: [Select]xattr -dr com.apple.quarantine .
It should say "No such file: ./df_osx v0.47.04/libs/SDL_image.framework/Frameworks", which is fine. And that should make it work.
macbook-pro-10:Lazy Mac Pack v0.47.04 dfhack-a1 bzbz$ xattr -dr com.apple.quarantine .
Traceback (most recent call last):
File "/usr/bin/xattr", line 8, in <module>
from pkg_resources import load_entry_point
File "/Library/Python/2.7/site-packages/pkg_resources/__init__.py", line 72, in <module>
import packaging.requirements
File "/Library/Python/2.7/site-packages/packaging/requirements.py", line 59, in <module>
MARKER_EXPR = originalTextFor(MARKER_EXPR())("marker")
TypeError: __call__() takes exactly 2 arguments (1 given)
Thank you. The travis build works in Mac OS X 10.13 High Sierra.
It doesn't fix HDMI audio support, but there's a freeware work-around to use SoundSense-RS with HDMI audio:Or if you're willing to pay money for a single-app solution Loopback (https://rogueamoeba.com/loopback/) can probably do this all too.
- Download the LineIn (https://www.macupdate.com/app/mac/11333/linein) app.
- Download and install Soundflower (https://github.com/mattingalls/Soundflower/releases).
- Open System Preferences' Sound pane, and in the "Output" tab, set "Soundflower (2ch) as your audio output device. (If you don't see this option, you may need to restart after installing Soundflower.)
- Open the LineIn app and set Soundflower (2ch) to your input and set the HDMI device to your output.
- Press "Play Thru" in LineIn.
- Relaunch SoundSense-RS.
$ ./SoundSense-RS
objc[736]: Class FIFinderSyncExtensionHost is implemented in both /System/Library/PrivateFrameworks/FinderKit.framework/Versions/A/FinderKit (0x7fff8a317cd0) and /System/Library/PrivateFrameworks/FileProvider.framework/OverrideBundles/FinderSyncCollaborationFileProviderOverride.bundle/Contents/MacOS/FinderSyncCollaborationFileProviderOverride (0x10b4d2cd8). One of the two will be used. Which one is undefined.
thread 'sound_thread' panicked at 'No device name: BackendSpecific { err: BackendSpecificError { description: "core foundation unexpectedly returned null string" } }', src/libcore/result.rs:1188:5
note: run with `RUST_BACKTRACE=1` environment variable to display a backtrace.
Abort trap: 6
[DFHack]# /Applications/Lazy Mac Pack v0.47.04 dfhack-b1/df_osx v0.47.04/dfhack: line 30: 9707 Segmentation fault: 11 DYLD_INSERT_LIBRARIES=./hack/libdfhack.dylib ./dwarfort.exe "$@"
logout
Saving session...completed.
Invoking: ssense
Client connection established.
Shutting down client connection.
When I attempt to launch stonesense I get the following:Code: [Select][DFHack]# /Applications/Lazy Mac Pack v0.47.04 dfhack-b1/df_osx v0.47.04/dfhack: line 30: 9707 Segmentation fault: 11 DYLD_INSERT_LIBRARIES=./hack/libdfhack.dylib ./dwarfort.exe "$@"
logout
Saving session...completed.
The only thing in stderr.log isQuoteInvoking: ssense
Client connection established.
Shutting down client connection.
It's a fresh install, set to 2D print mode.
Thoughts?
Forgive the newbness, how do you get the .47 of LMP? The link in the beginning does not seem to work.
Anyone else having issues one MacOS 11.1? Seems to be related to PyLNP. It was working fine yesterday. I updated last night and now LNP crashes on launch.
Edit: To add info. Even a fresh download of the LMP will crash on launch.
Edit 2: Dfhack also seems to fail at loading ruby library.
Is elpuma's Mac Starter Pack (https://dffd.bay12games.com/file.php?id=13905) having the same issues?
If not, that or their Pack building script might be an option. It's updated with current DFhack as well.
Anyone else having issues one MacOS 11.1? Seems to be related to PyLNP. It was working fine yesterday. I updated last night and now LNP crashes on launch.
Edit: To add info. Even a fresh download of the LMP will crash on launch.
Edit 2: Dfhack also seems to fail at loading ruby library.
Tried running on an M1 MacBook with 11.1. Says I don't have permission to Terminalx86.app. I guess it hasn't been updated for ARM. Is that correct?
Tried running on an M1 MacBook with 11.1. Says I don't have permission to Terminalx86.app. I guess it hasn't been updated for ARM. Is that correct?
I'm trying to gather more information for this bug report (https://www.bay12games.com/dwarves/mantisbt/view.php?id=11734) - posting here in hopes that it will reach people running Big Sur.
If the libstdc doesn't fix it, but full DFHack does, what would you remove from DFHack to try to isolate the magic element?I don't think there could possibly be another "magic element" other than libstdc++. Any instability at that point would lead me to suspect intermittent DF issues.
It's TWBT. It needs TWBT to work. I don't know what to do now.
Also, TWBT is required for Adventure Mode, but Fortress Mode works with vanilla.
Just to be clear, TWBT is required to generate a world on an M1 running 11.2.3 without a high chance of crash.
What does Adventure Mode have in common with ~years 5-50 of Creating a New World that could cause a freeze/crash that TWBT can prevent?
Even with just those 9 tests, if the game has a 50% chance of working, it'd be a 0.390625% chance that it would have only worked while using TWBT in those tests.I should have been clearer with my choice of words: I'm not suspecting a "random" issue, but one that is not caused by the things you're changing. Your math assumes that crashes are independent, which they aren't necessarily. Just last week I ran into a crash that occurred almost always on Windows and almost never on Linux, even though the source code of DF+DFHack+plugins was the same. To re-emphasize part of my earlier post, I suspect that the crash you're seeing
becomes harder to reproduce with certain combinations of shared objects (either libraries or plugins) loaded.i.e. certain combinations may affect whether a certain crash occurs, but do not necessarily cause or fix said crash.
Then tried switching just the Print_Mode to TWBT without installing TWBT.This is identical to [PRINT_MODE:STANDARD], by the way. I would be more interested in knowing if you get crashes with TWBT installed but PRINT_MODE set to something else (e.g. STANDARD); that could help narrow down whether TWBT simply being loaded into memory has an impact.
No errorlogs were ever generated. There was nothing interesting in the gamelogs either.Oh, sorry, I'm referring to crash reports generated by macOS, not by DF. These sometimes come up in a "dwarfort.exe has quit unexpectedly" dialog, but depending on your settings, you might need to find them in the Console app. A couple links to what I'm referring to:
I'm not entirely sure if it ever crashed. It was freezing during at least most the worldgens yesterday. I kind of thought it was crashing on the first day, though, but not sure.Wait, a crash and a freeze aren't the same thing at all. By "crash" I am only referring to instances of DF closing completely, and usually a "dwarfort.exe has quit unexpectedly" dialog (depending on your settings). Is that not what you were talking about this whole time? (If DF isn't crashing after all, you wouldn't have macOS-generated crash reports, and it would seem that your experience is different than what's described in the bug report I was interested in.)
Oh, sorry, I'm referring to crash reports generated by macOS, not by DF. These sometimes come up in a "dwarfort.exe has quit unexpectedly" dialog, but depending on your settings, you might need to find them in the Console app.Thanks, I'll check for those next time.
Wait, a crash and a freeze aren't the same thing at all. By "crash" I am only referring to instances of DF closing completely, and usually a "dwarfort.exe has quit unexpectedly" dialog (depending on your settings). Is that not what you were talking about this whole time? (If DF isn't crashing after all, you wouldn't have macOS-generated crash reports, and it would seem that your experience is different than what's described in the bug report I was interested in.)I think Adventure Mode might have been crashing. I kind of think that World Gen was crashing too. I'll pay more attention to that next time. Maybe Tuesday.
Double-clicking "DF" instead of "DFHack" is the same as running vanilla, right?Yes, it should be (except on Windows).
At what point do these freezes occur? Immediately when selecting "Create new world", right when worldgen starts, after a couple years, when attempting to save the world, or something else?
- Vanilla (Print_Mode: STANDARD) - freezes on world creation
- Vanilla but with DFHack's libstdc (Print_Mode: STANDARD) - freezes on world creation
- DFHack+TWBT, but with Print_Mode set to "STANDARD" - "crashes" on world creation
This line definitely indicates a crash ("Segmentation fault" and "Bus error" are the key phrases to look for). Where are you looking in Console.app? The main log window won't have crash reports; you will need to find crash reports in another place, probably in the sidebar. https://eshop.macsales.com/blog/45586-how-to-use-the-mac-console-app-to-diagnose-a-crash/ appears to have a more recent screenshot, but I'm not sure if it exactly matches macOS 11.Code: [Select][DFHack]# /DF_v0.47.05_DFHack+TWBT/dfhack: line 27: 5109 Segmentation fault: 11 DYLD_INSERT_LIBRARIES=./hack/libdfhack.dylib ./dwarfort.exe "$@"
QuoteAt what point do these freezes occur? Immediately when selecting "Create new world", right when worldgen starts, after a couple years, when attempting to save the world, or something else?
- Vanilla (Print_Mode: STANDARD) - freezes on world creation
- Vanilla but with DFHack's libstdc (Print_Mode: STANDARD) - freezes on world creation
- DFHack+TWBT, but with Print_Mode set to "STANDARD" - "crashes" on world creation
QuoteThis line definitely indicates a crash ("Segmentation fault" and "Bus error" are the key phrases to look for). Where are you looking in Console.app? The main log window won't have crash reports; you will need to find crash reports in another place, probably in the sidebar. https://eshop.macsales.com/blog/45586-how-to-use-the-mac-console-app-to-diagnose-a-crash/ appears to have a more recent screenshot, but I'm not sure if it exactly matches macOS 11.Code: [Select][DFHack]# /DF_v0.47.05_DFHack+TWBT/dfhack: line 27: 5109 Segmentation fault: 11 DYLD_INSERT_LIBRARIES=./hack/libdfhack.dylib ./dwarfort.exe "$@"
Process: dwarfort.exe [45618]
Path: /Applications/Lazy Mac Pack v0.47.05 dfhack-r1/*/dwarfort.exe
Identifier: dwarfort.exe
Version: ???
Code Type: X86-64 (Native)
Parent Process: sh [45611]
Responsible: dwarfort.exe [45618]
User ID: 501
Date/Time: 2021-03-23 14:03:34.855
OS Version: Mac OS X 10.14.5 (18F132)
Report Version: 12
Crashed Thread: 0 Dispatch queue: com.apple.main-thread
Exception Type: EXC_BAD_ACCESS (SIGSEGV)
Exception Codes: EXC_I386_GPFLT
Exception Note: EXC_CORPSE_NOTIFY
Termination Signal: Segmentation fault: 11
Termination Reason: Namespace SIGNAL, Code 0xb
Terminating Process: exc handler [45618]
It also includes a bunch of stack trace, register states, and loaded binaries (not posted above). find ~/Library -name '*.crash'
Sorry, with big Sur 11.1 on m1.Since you mentioned "rehabilitation" I assume you mean that DF doesn't work for you. Could you go into more detail about how it doesn't work? (Does it crash on embark, fail to launch entirely, etc.)
PSA:How hard would it be to rebuild this for M1?
If you want flawless native fullscreen and/or retina display support, use Mifki's SDL.framework build. It still works. I uploaded it here. (https://dffd.bay12games.com/file.php?id=15623) (Note: Intel macs only.)
{"app_name":"PyLNP","timestamp":"2024-04-02 13:00:33.00 -0500","app_version":"PyLNP v0.13b","slice_uuid":"bf49dffd-4686-38a3-9c14-bec2d0679786","build_version":"","platform":1,"bundleID":"Lazy Mac Pack","share_with_app_devs":1,"is_first_party":0,"bug_type":"309","os_version":"macOS 12.7.4 (21H1123)","incident_id":"E9603C51-CB51-4981-ACC3-73B948C820C1","name":"PyLNP"}